*Cleanup.
--HG-- branch : trunk
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@@ -740,7 +740,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
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return;
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}
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m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(),NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
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m_creature->Kill(m_creature);
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break;
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case ACTION_T_ZONE_COMBAT_PULSE:
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{
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+1
-1
@@ -13733,7 +13733,7 @@ void Unit::Kill(Unit *pVictim, bool durabilityLoss)
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// if talent known but not triggered (check priest class for speedup check)
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bool SpiritOfRedemption = false;
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if(pVictim->GetTypeId()==TYPEID_PLAYER && pVictim->getClass()==CLASS_PRIEST )
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if(pVictim->GetTypeId()==TYPEID_PLAYER && pVictim->getClass()==CLASS_PRIEST)
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{
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AuraEffectList const& vDummyAuras = pVictim->GetAurasByType(SPELL_AURA_DUMMY);
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for(AuraEffectList::const_iterator itr = vDummyAuras.begin(); itr != vDummyAuras.end(); ++itr)
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